Video games for assessing computational thinking: A systematic literature review

VVV Varghese, VG Renumol - Journal of Computers in Education, 2024 - Springer
Computational thinking (CT) is a widely researched domain. Many researchers around the
world have conducted studies to define CT, to develop CT in students, and to assess CT …

Game-based learning, gamification in education and serious games

CV de Carvalho, A Coelho - Computers, 2022 - mdpi.com
Video games have become one of the predominant forms of entertainment in our society, but
they have also impacted many other of its social and cultural aspects. The new forms of …

Tecnologias educacionais utilizadas para promoção do autocuidado de pessoas com diabetes mellitus: revisão integrativa

JS Sá, MDO Santana, MG Santos… - Revista Brasileira de …, 2023 - SciELO Brasil
Objetivo: Sumarizar as produções científicas que utilizaram tecnologias educacionais para
promoção do autocuidado de pessoas com diabetes. Método: Revisão integrativa realizada …

[HTML][HTML] A Serious Game (MyDiabetic) to Support Children's Education in Type 1 Diabetes Mellitus: Iterative Participatory Co-Design and Feasibility Study

D Novak - JMIR Serious Games, 2024 - games.jmir.org
Background Serious games, which are gaming applications used for purposes beyond
entertainment to educate users on, and address, specific issues, may present a timely …

The development of ReGoal, a serious mobile game for young people with conduct problems

M Livanou, I Manitsa, V Hulusic, M Samara… - Behaviour & …, 2024 - Taylor & Francis
Research suggests that serious games can be used as supplementary training tools for
young people with complex mental health needs. This study aimed to co-produce a mobile …

SUS-Lib: An automated tool for usability evaluation based on the Software Usability Scale from user feedback

P Weichbroth, M Giedrowicz - arXiv preprint arXiv:2410.09534, 2024 - arxiv.org
Usability evaluation has received considerable attention from both the research and practice
communities. While there are many evaluation tools available, the Software Usability Scale …

Implementation of Gamification to Help Teenagers Prevent Diseases

M Haryanto, FP Djaja, M Chrisandy… - 2024 International …, 2024 - ieeexplore.ieee.org
Adolescence is an important part of growing up to become an adult; keeping adolescent
physique healthy is very important because poor dietary choices and a sedentary lifestyle …

[HTML][HTML] Carbulin: a comprehensive mobile application for advanced carbohydrate counting and diet-and insulin-regimen planning for type 1 diabetic patients

SM Abdollahzadeh, M Ghanaatpishe… - Journal of Biomedical …, 2022 - ncbi.nlm.nih.gov
Nowadays, the introduction of the so-called 'diabetes technology', either hardware/device or
software, to different aspects of day-to-day living in patients with diabetes aims to improve …

[PDF][PDF] Sviluppo di un sistema digitale educativo basato su modello per promuovere l'apprendimento della terapia standard per il diabete di tipo 1.

R ZARDIN - 2023 - thesis.unipd.it
Il diabete di tipo 1e una patologia autoimmune cronica che comporta la perdita della
capacita di mantenere i livelli di glucosio nel sangue all'interno dei range fisiologici. Tra le …